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15 minutes ago, subtledoctor said:

If you combine this mod with the Scales of Balance weapon styles, many enemies with shields can perform a shield bash knockback, so this buff would be quite useful in such a game!

That's great to hear!

@Connelly I'm looking at creating new jump attacks and abilities up to level 20 for players who choose to not dual class.

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Inter mod mechanical interactions, gotta love it. In fact I'm using the SoB styles, and at some point that I had the dragoon charname and two shield fighting npcs it was quite the thing to see getting half an entire group of organized enemy adventurers getting yeeted back. Definitely more engaging than the usual and boring meatshielding we have warriors do. Making one kit being a potential counter to one kind of enemy tank type will be interesting.

@morpheus562 Sounds neat, although at this pace some of your other kits will cry for some of that attention too.:p I'm dropping the current dragoon play due to unrelated bugs and being tired of restarting BG1, so I'll be playing BG2 instead, but I'll install and try the next version when ready.

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On 10/20/2022 at 8:27 AM, morpheus562 said:

Dragoon

Dragoons are warriors who dedicate their lives to the use of polearm weapons (quarterstaff, spear, and halberd). These warriors focus on keeping their enemies at long reach while quickly maneuvering around the battlefield.

Advantages:
– Moves 2 points faster than other characters.
– Skill with polearms (quarterstaff, spear, and halberd) allows the Dragoon to have a 20% chance to knock an enemy back a few feet when hit and deal additional piercing damage. A successful save vs. Death with a -2 penalty negates being knocked back. Damage dealt increases with levels as follows:
  Level 1-2: 1 piercing
  Level 3-5: 1d4 piercing
  Level 6-8: 1d6 piercing
  Level 9-11: 1d8 piercing
  Level 12-14: 2d4 piercing
  Level 15-17: 1d10 piercing
  Level 18-20: 2d6 piercing
  Level 21+: 1d20 piercing

– 3rd Level: May use the Leap Attack ability once per day and gains an additional use every 3 levels thereafter.

LEAP ATTACK: The Dragoon will instantly leap at an enemy within 15 feet dealing piercing damage and stunning the enemy for 2 seconds. The damage inflicted is equal to 1d6 per level of the Dragoon, or half with a successful Saving Throw vs. Death.

Disadvantages:
– May only attain Grandmaster in polearm weapons (quarterstaff, spear, and halberd) while all other weapons can only attain Proficient.

AMAZING!

I made Coran a Dragoon. :DD  OMG! puny elf hits like an atom bomb. He is literally a death from above. but he is still Coran so he still "glace of bright tilted elven eyes stops at you" ect. etc. all that kind of ridicoulus romance suff after decimating an army of ogres. hahah. what a blast! 

such a godly work you are doing!

also Subtledoctor NPC EE, nice work thx pff whatever.

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12 minutes ago, InKal said:

AMAZING!

I made Coran a Dragoon. :DD  OMG! puny elf hits like an atom bomb. He is literally a death from above. but he is still Coran so he still "glace of bright tilted elven eyes stops at you" ect. etc. all that kind of ridicoulus romance suff after decimating an army of ogres. hahah. what a blast! 

such a godly work you are doing!

also Subtledoctor NPC EE, nice work thx pff whatever.

I'm glad you are enjoying them! That is an older description, and the one I'm currently editing loses the passive damage and adds more jumps.

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 I think I found a minor weirdness with the Eldritch Scion. One of the components for Extra Enhanced Expanded Encounters adds extra gear for Xan, including a chain mail, but installing your Eldritch Scion adds a restriction for mages on it, making him unable to wear at. Could be the mod might not be checking for personal items to avoid changes? Or at least not modded ones, although I haven't noticed the issue in any other item.

@InKal At lv9, I remember getting an unmitigated leap + bash combo hitting for about 90-95, and if you retained the F/T multiclassing of Coran, I can imagine applying that to a backstab. The only reason I didn't abuse the leap more was because I tend to forget to use the skill menu most of the time. I don't care much for balance in single player games, but the current kit looks like it'll be more reasonable and interesting.

Now I wonder how other FF jobs might look like here. Take this only as idle musings though.

Spoiler

Some would be redundant, either completely (thieves, half the mages, bards), partly (warriors and paladins would be dwarven defender-ish berserker/cavalier kits), or at least would need a gimmick (monk). Some have overlaps (rangers and archers in FF tend to mean the same. XIV bards double as bardic archers, but MnG and Artisan's allow the same basic functionality. Dancer would be yet another bard kit, but if you feel bold you could do like Mog in VI and make the dances something like the geomancer, using spells dependent on the terrain).

Some would be too hard to translate. Gunbreaker and machinist. Sage is either a M/C without handicaps, or a gun drone healer. Red mage is an F/M/C that acts like an swashbuckling wizard. Summoner isn't a conjuration specialist; it calls down physical gods following certain FF lore rules to piss destruction and death, and I doubt Talos or Helm would be amenable to lend an avatar to a mortal just because. XIV has them using their memories to create a small facsimile of those gods, but still.

For ninja, MnG has a similar enough kit, although in FF their magic tend to be more offensive, and there's the whole thing about throwing weapons for massive damage (I mean not only knifes and darts, but yeeting Carsomyr at some poor bastard's face). Similar thing with samurai and throwing money (suddenly, Habib Khalid Achmed Allafif isn't so harmless anymore :U ).

Now the dark knight is interesting, if maybe cheesy when translated to D&D. It would be more about the theme than the mechanics. They might look like a blackguard, but they're the inverse. In III it was sort of a spirit samurai, and in IV it became a bit like a sith, but there wasn't anything inherently "evil" about it. In XIV they're lawless vigilantes hunting the corrupt and the wicked, and the game insists on reminding you that their motivations and "void" powers are fueled by their love to something and desire to protect it.

So not an blackguard expy (righteous and good, killer and protector), nor a paladin or F/C kit (motivations can be mundane, and no divine or state sanction), and probably not F/M (no arcane spellcasting). Definitely a fighter kit, although no idea on an appropriate D&D magical source of the powers. You could impose a reputation penalty (violent vigilante, suspected heretic because of the blackguard similarity), maybe sacrificing a bit of hp on skill use like in IV, if you want to compensate for making them strong; XIV has the whole thing about draining hp/mp but that's the way it works its tank sustaining there so it can be ignored. It might make sense to allow dual/multi with thief or druid (no scruples about subterfuge, and at least known one dark knight character doubled as a healer). You might end up with something similar to your reaver though.

Blue mage is basically the monster skill learning glitch turned into a gimmicky F/M who can't learn wizard spells. It could be interesting, but it'd probably need its own set of refined "monster spells" to learn. You can probably copypaste a winter wolf's breath as it is, and goblin punch seems simple enough to recreate, but things like Mighty Guard, White Wind or Lv5 Death would be harder to implement. Still, if you're going to do a blue mage, you just do like the XIV devs, accept that it's going to be an overpowered piece of crap anyway, and go big.

Edited by Connelly
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1 hour ago, Connelly said:

 I think I found a minor weirdness with the Eldritch Scion. One of the components for Extra Enhanced Expanded Encounters adds extra gear for Xan, including a chain mail, but installing your Eldritch Scion adds a restriction for mages on it, making him unable to wear at. Could be the mod might not be checking for personal items to avoid changes? Or at least not modded ones, although I haven't noticed the issue in any other item.

@InKal At lv9, I remember getting an unmitigated leap + bash combo hitting for about 90-95, and if you retained the F/T multiclassing of Coran, I can imagine applying that to a backstab. The only reason I didn't abuse the leap more was because I tend to forget to use the skill menu most of the time. I don't care much for balance in single player games, but the current kit looks like it'll be more reasonable and interesting.

Now I wonder how other FF jobs might look like here. Take this only as idle musings though.

  Reveal hidden contents

Some would be redundant, either completely (thieves, half the mages, bards), partly (warriors and paladins would be dwarven defender-ish berserker/cavalier kits), or at least would need a gimmick (monk). Some have overlaps (rangers and archers in FF tend to mean the same. XIV bards double as bardic archers, but MnG and Artisan's allow the same basic functionality. Dancer would be yet another bard kit, but if you feel bold you could do like Mog in VI and make the dances something like the geomancer, using spells dependent on the terrain).

Some would be too hard to translate. Gunbreaker and machinist. Sage is either a M/C without handicaps, or a gun drone healer. Red mage is an F/M/C that acts like an swashbuckling wizard. Summoner isn't a conjuration specialist; it calls down physical gods following certain FF lore rules to piss destruction and death, and I doubt Talos or Helm would be amenable to lend an avatar to a mortal just because. XIV has them using their memories to create a small facsimile of those gods, but still.

For ninja, MnG has a similar enough kit, although in FF their magic tend to be more offensive, and there's the whole thing about throwing weapons for massive damage (I mean not only knifes and darts, but yeeting Carsomyr at some poor bastard's face). Similar thing with samurai and throwing money (suddenly, Habib Khalid Achmed Allafif isn't so harmless anymore :U ).

Now the dark knight is interesting, if maybe cheesy when translated to D&D. It would be more about the theme than the mechanics. They might look like a blackguard, but they're the inverse. In III it was sort of a spirit samurai, and in IV it became a bit like a sith, but there wasn't anything inherently "evil" about it. In XIV they're lawless vigilantes hunting the corrupt and the wicked, and the game insists on reminding you that their motivations and "void" powers are fueled by their love to something and desire to protect it.

So not an blackguard expy (righteous and good, killer and protector), nor a paladin or F/C kit (motivations can be mundane, and no divine or state sanction), and probably not F/M (no arcane spellcasting). Definitely a fighter kit, although no idea on an appropriate D&D magical source of the powers. You could impose a reputation penalty (violent vigilante, suspected heretic because of the blackguard similarity), maybe sacrificing a bit of hp on skill use like in IV, if you want to compensate for making them strong; XIV has the whole thing about draining hp/mp but that's the way it works its tank sustaining there so it can be ignored. It might make sense to allow dual/multi with thief or druid (no scruples about subterfuge, and at least known one dark knight character doubled as a healer). You might end up with something similar to your reaver though.

Blue mage is basically the monster skill learning glitch turned into a gimmicky F/M who can't learn wizard spells. It could be interesting, but it'd probably need its own set of refined "monster spells" to learn. You can probably copypaste a winter wolf's breath as it is, and goblin punch seems simple enough to recreate, but things like Mighty Guard, White Wind or Lv5 Death would be harder to implement. Still, if you're going to do a blue mage, you just do like the XIV devs, accept that it's going to be an overpowered piece of crap anyway, and go big.

Good catch! Do you know the item number for the chain?

Regarding the jump damage, the most the AOE leap can deal is 60 damage (10d6) with all ten rolls being 6s. Save vs death at -2 for half should keep the damage fairly reasonable.

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Hi Morpheus562 I wanted to provide some feedback on the eldritch scion. I have been playing with for a while now and I think it is a little too strong. Currently the -2 casting speed and caster level aren't enough of a price for the upside of single class xp, full sorc spell progression, d8 hit die, fighter apr and near fighter thaco. it's nearly a fighter/sorc multi without the multi leveling. the casting speed is easily over come. the -2 caster level is noticeable and a good balance. I would consider removing the -2 cast speed and instead require "a free hand" ie. limit to single weapon or 2 hand style, and also loose 1 spell cast per day like dragon disciple. The eldritch scion would still be more powerful than DD, but a little more balanced. maybe also consider pushing back the apr gain to 8th and 18th.

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5 minutes ago, Craigerade said:

Hi Morpheus562 I wanted to provide some feedback on the eldritch scion. I have been playing with for a while now and I think it is a little too strong. Currently the -2 casting speed and caster level aren't enough of a price for the upside of single class xp, full sorc spell progression, d8 hit die, fighter apr and near fighter thaco. it's nearly a fighter/sorc multi without the multi leveling. the casting speed is easily over come. the -2 caster level is noticeable and a good balance. I would consider removing the -2 cast speed and instead require "a free hand" ie. limit to single weapon or 2 hand style, and also loose 1 spell cast per day like dragon disciple. The eldritch scion would still be more powerful than DD, but a little more balanced. maybe also consider pushing back the apr gain to 8th and 18th.

Thank you! Free hand is difficult to implement and any mod that provides all weapon styles to classes/kits will overwrite any restrictions I set. I originally wanted to lose one spell cast per day, but (if memory serves) it is hardcoded and not possible to limit like the DD is able to do. Another alternative would be to delay the APR to levels 10 and 20 respectively.

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An error when installing the Deathbringer in BG1. It seems it tries to look up for Sarevok's Deathbringer Assault, which of course it doesn't exist in BG1.

ERROR: Failure("resource [SAREVEFF.SPL] not found for 'COPY'")

Edit: Welp, I hotfixed it with chucking the BG2 spell file into the BG1 override folder, but now the Archmage gives me this. The installation completes though so I dunno if it's a problem.

[morpheus562-s-kitpack/baf/moarc3.baf.BAF] PARSE ERROR at line 5 column 1-29
Near Text: )
        Not enough arguments to [RemoveSpellRES]. Recovering.
Edited by Connelly
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22 hours ago, Connelly said:

An error when installing the Deathbringer in BG1. It seems it tries to look up for Sarevok's Deathbringer Assault, which of course it doesn't exist in BG1.

ERROR: Failure("resource [SAREVEFF.SPL] not found for 'COPY'")

Edit: Welp, I hotfixed it with chucking the BG2 spell file into the BG1 override folder, but now the Archmage gives me this. The installation completes though so I dunno if it's a problem.

[morpheus562-s-kitpack/baf/moarc3.baf.BAF] PARSE ERROR at line 5 column 1-29
Near Text: )
        Not enough arguments to [RemoveSpellRES]. Recovering.

I fixed the Deathbringer so that will be ready for release. I am not getting that same error with installing into BGEE. Could be something to do with uninstall/reinstall causing some issues.

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